Comments (6)
@mafiesto4 is there a reason this is on 1.9? I think this is a pretty big bug considering it's basic transformation operations, those should probably be stable for a release version lol
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Ah okay. This will account for more delay on the update tho.
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This might be a regression from 9a21cfd.
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I don't know how to fix this. Clearly Actor::SetParent
should calculate _localTransform
differently when worldPositionsStays=true
but Transform
is limited to a single Translation+Rotation+Scale so when changing transformation hierarchies this might not be possible to preserve transformation properly. We would need to migrate to matrix-only usage representing any linear transformation. I tested this and Unity seems to not handle it properly as well so it's not an obvious issue.
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I tested this and Unity seems to not handle it properly as well so it's not an obvious issue.
Oh yeah, you are right lol
Weird. I guess I will have to find some other way to organize my meshes then? Or just not use scale
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I've asked in the Unity discord about this issue, and apparently it is expected behavior or at least a known problem that needs to be worked around. Maybe this can be closed.
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